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Rename Fluid to Glitch Artifacts & add ice artifacts fix
This fix might only apply to artifacts found on the reflective ice on a frost talus fight. This pack also got renamed due to being used in many more spots besides lava and water. I don't have a great name for it, so I choose this because it's easy to understand for normal people without a clue.
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@ -0,0 +1,343 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4d3766953c3d41b4
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// Used for: Fixing Nvidia ice artifacts.
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// Check rules.txt for documentation and when to enable.
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layout(binding = 1, std140) uniform uniformBlockVS1
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{
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vec4 uf_blockVS1[1024];
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};
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layout(binding = 2, std140) uniform uniformBlockVS2
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{
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vec4 uf_blockVS2[1024];
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};
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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layout(location = 2) in uvec4 attrDataSem2;
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layout(location = 3) in uvec4 attrDataSem6;
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layout(location = 4) in uvec4 attrDataSem8;
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layout(location = 5) in uvec4 attrDataSem12;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 5) out vec4 passParameterSem5;
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 4) out vec4 passParameterSem4;
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layout(location = 2) out vec4 passParameterSem7;
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layout(location = 3) out vec4 passParameterSem3;
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layout(location = 1) out vec4 passParameterSem6;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R5i = ivec4(0);
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ivec4 R6i = ivec4(0);
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ivec4 R7i = ivec4(0);
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ivec4 R8i = ivec4(0);
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ivec4 R9i = ivec4(0);
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ivec4 R10i = ivec4(0);
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ivec4 R122i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R124i = ivec4(0);
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ivec4 R125i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.xyzw = attrDataSem0.xyzw;
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attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
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attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
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R4i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.x = attrDataSem1.x;
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attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
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attrDecoder.y = 0;
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
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if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
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if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
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if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
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attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
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attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
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attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
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attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
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R3i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xyzw = attrDataSem2.xyzw;
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if( (attrDecoder.x&0x80) != 0 ) attrDecoder.x |= 0xFFFFFF00;
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if( (attrDecoder.y&0x80) != 0 ) attrDecoder.y |= 0xFFFFFF00;
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if( (attrDecoder.z&0x80) != 0 ) attrDecoder.z |= 0xFFFFFF00;
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if( (attrDecoder.w&0x80) != 0 ) attrDecoder.w |= 0xFFFFFF00;
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attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/127.0,-1.0));
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attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/127.0,-1.0));
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attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/127.0,-1.0));
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attrDecoder.w = floatBitsToUint(max(float(int(attrDecoder.w))/127.0,-1.0));
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R5i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = ((attrDecoder.xy>>8)&0xFF)|((attrDecoder.xy<<8)&0xFF00);
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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attrDecoder.xy = floatBitsToUint(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)));
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attrDecoder.zw = uvec2(0);
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R6i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
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attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem12.xyzw)/255.0);
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R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
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attrDecoder.xyzw = uvec4(attrDataSem6.x,0,0,0);
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R1i = ivec4(int(attrDecoder.x), 0, 0, 1);
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// 0
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R0i.x = 0x3f800000;
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R0i.y = 0x3f800000;
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R1i.w = 0x3f800000;
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R0i.z = R1i.x * 0x00000003;
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PS0i = R0i.z;
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// 1
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R1i.x = PS0i + 0x00000002;
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R0i.w = PS0i + int(1);
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R10i.w = R5i.w;
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PS1i = R10i.w;
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R7i.xyzw = floatBitsToInt(uf_blockVS2[R0i.z].xyzw);
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R8i.xyzw = floatBitsToInt(uf_blockVS2[R0i.w].xyzw);
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R9i.xyzw = floatBitsToInt(uf_blockVS2[R1i.x].xyzw);
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// export
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passParameterSem5 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), 1.0); // = "workaround"
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// export
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passParameterSem0 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.x), intBitsToFloat(R6i.y));
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// 0
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R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),intBitsToFloat(R7i.w))));
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PV0i.x = R126i.x;
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PV0i.y = R126i.x;
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PV0i.z = R126i.x;
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PV0i.w = R126i.x;
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R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R7i.z)));
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PS0i = R127i.x;
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// 1
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),intBitsToFloat(R8i.z),intBitsToFloat(R8i.w))));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.y = tempi.x;
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R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R8i.z)));
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PS1i = R125i.x;
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// 2
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),intBitsToFloat(R1i.w)),vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),intBitsToFloat(R9i.z),intBitsToFloat(R9i.w))));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.z = tempi.x;
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R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R9i.z)));
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PS0i = R124i.x;
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// 3
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backupReg0i = R0i.x;
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backupReg1i = R127i.x;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV0i.x),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[0].x,uf_blockVS1[0].y,uf_blockVS1[0].z,uf_blockVS1[0].w)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(R7i.y)) + intBitsToFloat(backupReg1i)));
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PS1i = R127i.x;
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// 4
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backupReg0i = R0i.x;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[1].x,uf_blockVS1[1].y,uf_blockVS1[1].z,uf_blockVS1[1].w)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R2i.x = PV1i.x;
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PS0i = R2i.x;
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// 5
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backupReg0i = R0i.x;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(R127i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[2].x,uf_blockVS1[2].y,uf_blockVS1[2].z,uf_blockVS1[2].w)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R2i.y = PV0i.x;
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PS1i = R2i.y;
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// 6
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(R127i.x)));
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R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R8i.z)));
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R2i.z = PV1i.x;
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PV0i.z = R2i.z;
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(R9i.y)));
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PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R7i.z)));
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// 7
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(PV0i.z),intBitsToFloat(R0i.y)),vec4(uf_blockVS1[8].x,uf_blockVS1[8].y,uf_blockVS1[8].z,uf_blockVS1[8].w)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R1i.y = tempi.x;
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R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R7i.x)) + intBitsToFloat(PS0i)));
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PS1i = R127i.x;
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// 8
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backupReg0i = R0i.y;
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R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[7].x,uf_blockVS1[7].y,uf_blockVS1[7].z,uf_blockVS1[7].w)));
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PV0i.x = R1i.x;
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PV0i.y = R1i.x;
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PV0i.z = R1i.x;
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PV0i.w = R1i.x;
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R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(R9i.z)) + intBitsToFloat(R127i.w)));
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PS0i = R0i.x;
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// 9
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backupReg0i = R0i.y;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[9].x,uf_blockVS1[9].y,uf_blockVS1[9].z,uf_blockVS1[9].w)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R1i.z = tempi.x;
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R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R8i.x)) + intBitsToFloat(R127i.y)));
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PS1i = R126i.x;
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// 10
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backupReg0i = R0i.y;
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),intBitsToFloat(backupReg0i)),vec4(uf_blockVS1[10].x,uf_blockVS1[10].y,uf_blockVS1[10].z,uf_blockVS1[10].w)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R1i.w = tempi.x;
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PS0i = floatBitsToInt(-(intBitsToFloat(R1i.y)));
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// 11
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R125i.x),-0.0),vec4(intBitsToFloat(R8i.x),intBitsToFloat(R8i.y),1.0,0.0)));
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PV1i.x = tempi.x;
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PV1i.y = tempi.x;
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PV1i.z = tempi.x;
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PV1i.w = tempi.x;
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R127i.y = tempi.x;
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R6i.y = floatBitsToInt(intBitsToFloat(PS0i) + intBitsToFloat(PV0i.x));
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R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) / 2.0);
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PS1i = R6i.y;
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// 12
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R3i.x),intBitsToFloat(R3i.y),intBitsToFloat(R124i.x),-0.0),vec4(intBitsToFloat(R9i.x),intBitsToFloat(R9i.y),1.0,0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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R127i.z = tempi.x;
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R6i.z = R1i.z;
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PS0i = R6i.z;
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// 13
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backupReg0i = R127i.x;
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R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R7i.y)) + intBitsToFloat(backupReg0i)));
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R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R8i.y)) + intBitsToFloat(R126i.x)));
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PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
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R6i.w = R1i.w;
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R6i.x = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R1i.w));
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R6i.x = floatBitsToInt(intBitsToFloat(R6i.x) / 2.0);
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PS1i = R6i.x;
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// 14
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.z)));
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PV0i.x = R123i.x;
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R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R9i.x)) + intBitsToFloat(R0i.x)));
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PV0i.z = R126i.z;
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// 15
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PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R4i.x)) + intBitsToFloat(PV0i.x)));
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PV1i.y = R123i.y;
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// 16
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),intBitsToFloat(PV1i.x),-0.0),vec4(intBitsToFloat(R127i.x),intBitsToFloat(R126i.y),1.0,0.0)));
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PV0i.x = tempi.x;
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PV0i.y = tempi.x;
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PV0i.z = tempi.x;
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PV0i.w = tempi.x;
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tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.y));
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PS0i = floatBitsToInt(tempResultf);
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// 17
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backupReg0i = R127i.y;
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backupReg1i = R127i.z;
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R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PS0i)));
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||||
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS0i)));
|
||||
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PS0i)));
|
||||
PV1i.z = R127i.z;
|
||||
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
|
||||
PS1i = floatBitsToInt(tempResultf);
|
||||
// 18
|
||||
backupReg0i = R126i.z;
|
||||
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
|
||||
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.y), intBitsToFloat(PS1i)));
|
||||
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i)));
|
||||
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), uf_blockVS1[1].z));
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), uf_blockVS1[0].z));
|
||||
// 19
|
||||
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(PS0i),-0.0),vec4(uf_blockVS1[0].x,uf_blockVS1[0].y,1.0,0.0)));
|
||||
PV1i.x = tempi.x;
|
||||
PV1i.y = tempi.x;
|
||||
PV1i.z = tempi.x;
|
||||
PV1i.w = tempi.x;
|
||||
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),uf_blockVS1[1].y) + intBitsToFloat(PV0i.w)));
|
||||
PS1i = R122i.x;
|
||||
// 20
|
||||
R4i.x = PV1i.x;
|
||||
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.x),uf_blockVS1[1].x) + intBitsToFloat(PS1i)));
|
||||
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.y), uf_blockVS1[1].y));
|
||||
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), uf_blockVS1[2].z));
|
||||
PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), uf_blockVS1[2].z));
|
||||
// 21
|
||||
R127i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.y),intBitsToFloat(PS0i),-0.0),vec4(uf_blockVS1[2].x,uf_blockVS1[2].y,1.0,0.0)));
|
||||
PV1i.x = R127i.x;
|
||||
PV1i.y = R127i.x;
|
||||
PV1i.z = R127i.x;
|
||||
PV1i.w = R127i.x;
|
||||
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),uf_blockVS1[1].z) + intBitsToFloat(PV0i.z)));
|
||||
PS1i = R126i.x;
|
||||
// 22
|
||||
R10i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R124i.x),intBitsToFloat(R125i.y),intBitsToFloat(R126i.z),-0.0),vec4(uf_blockVS1[0].x,uf_blockVS1[0].y,uf_blockVS1[0].z,0.0)));
|
||||
PV0i.x = R10i.x;
|
||||
PV0i.y = R10i.x;
|
||||
PV0i.z = R10i.x;
|
||||
PV0i.w = R10i.x;
|
||||
R4i.y = R126i.y;
|
||||
PS0i = R4i.y;
|
||||
// 23
|
||||
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),uf_blockVS1[2].y) + intBitsToFloat(R127i.w)));
|
||||
PV1i.x = R123i.x;
|
||||
R10i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),uf_blockVS1[1].x) + intBitsToFloat(R126i.x)));
|
||||
R4i.z = R127i.x;
|
||||
// 24
|
||||
R10i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R124i.x),uf_blockVS1[2].x) + intBitsToFloat(PV1i.x)));
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
// export
|
||||
passParameterSem4 = vec4(intBitsToFloat(R10i.x), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w));
|
||||
// export
|
||||
passParameterSem7 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.y), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w));
|
||||
// export
|
||||
passParameterSem3 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
// export
|
||||
passParameterSem6 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
|
||||
}
|
@ -1,16 +1,17 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - NVIDIA Fluid Artifacts Workaround"
|
||||
name = "The Legend of Zelda: Breath of the Wild - NVIDIA Glitch Artifacts Workaround"
|
||||
version = 2
|
||||
|
||||
# This pack fixes blocky artifacts found on fluids like lava and water.
|
||||
# However, this pack does cause tile transition issues which don't appear to smooth over.
|
||||
# This pack contains a workaround for the glitch/blockish artifacts found on lava, water or reflections.
|
||||
# However, this pack can cause tile transition issues which don't appear to transition smoothly.
|
||||
# If you experience these issues, it's recommended to enable this pack. Otherwise, don't.
|
||||
# This bug (and graphic pack) only affects GPU's from the Maxwell or Pascal generation (roughly everything above GTX 700).
|
||||
|
||||
# Images of issue:
|
||||
# https://cdn.discordapp.com/attachments/207547103726010368/372217955741597706/unknown.png
|
||||
# https://cdn.discordapp.com/attachments/207547103726010368/372220915012075520/unknown.png
|
||||
# https://cdn.discordapp.com/attachments/292733452590120961/433211809898561536/unknown.png
|
||||
|
||||
# Image of tile transition issue:
|
||||
# https://cdn.discordapp.com/attachments/292733452590120961/433019304955609098/unknown.png
|
Loading…
Reference in New Issue
Block a user